MESS is a Half-Life level compile tool that helps automating various tasks. It provides a templating system and several macro entities for creating template instances, which can be customized with a basic scripting system. Here are some of the things you can do with it:
- Duplicating complex entity setups as if they were a single entity.
- Covering terrain and other surfaces with props.
- Turning a single brush into multiple entities.
Here's what a template looks like, and how it can be instantiated: There are also several example maps to get you started: I still have several other ideas I want to incorporate into this tool, such as a custom .fgd system (for creating entity 'aliases' for frequently used templates), a more general collision mask system (to make random level generation more viable), a viewer tool for seeing MESS expansion results in 'real-time', and perhaps support for external script files... but that's for later.
Please let me know if you find this tool useful, or if you encounter a problem with it, or if you have ideas for other features!